fourCornersArray | The array that corners are filled into. |
Get the corners of the calculated rectangle in the local space of its Transform.
Each corner provides it's local space value. The returned array of
4 vertices is clockwise. It starts bottom left and rotates to top left,
then top right, and finally bottom left. Note that bottom left, for
example, is an (x, y, z) vector with x being left and y being bottom.
Note: If the RectTransform is rotated in Z then the dimensions of the GetWorldCorners
will not be changed.
See Also: GetWorldCorners.
#pragma strict // GetLocalCorners(): // Rotate the local corners and display // the corner values. var rt: RectTransform; function Start() { rt = GetComponent.<RectTransform>(); DisplayLocalCorners(); } function DisplayLocalCorners() { var v: Vector3[] = new Vector3[4]; rt.rotation = Quaternion.AngleAxis(45, Vector3.forward); rt.GetLocalCorners(v); Debug.Log("Local Corners"); for (var i: var = 0; i < 4; i++) { Debug.Log("Local Corner " + i + " : " + v[i]); } }
using UnityEngine;
// GetLocalCorners(): // Rotate the local corners and display // the corner values.
public class ExampleClass : MonoBehaviour { RectTransform rt;
void Start() { rt = GetComponent<RectTransform>(); DisplayLocalCorners(); }
void DisplayLocalCorners() { Vector3[] v = new Vector3[4];
rt.rotation = Quaternion.AngleAxis(45, Vector3.forward); rt.GetLocalCorners(v);
Debug.Log("Local Corners"); for (var i = 0; i < 4; i++) { Debug.Log("Local Corner " + i + " : " + v[i]); } } }
See Also: GetWorldCorners.
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